Name and Purpose
- Centre Dodge builds awareness, balance, and cooperative resistance.
- Players practise reading group movement, communicating through touch, and staying light on their feet.
a.k.a.
- Pull the Can, Push Away
Age / Group / Time / Space
- Ages 8-16 | 8-30 players | 10-15 minutes | Open field or gym, minimum 10m x 10m
Materials
- 1 soft foam ball or small cone (centre object)
- 4 cones for boundary markers
- Flat, even ground
Quick-Run Card
- Mark a circle with cones (approx. 8-10m diameter); place the foam ball in the centre.
- All players join hands to form one circle.
- Mill around and try to manoeuvre others into touching the centre object.
- Touch the object? Step to the Second Circle and earn a point for your team.
- Round ends after 2-3 minutes; reset and repeat.
Setup and Boundaries
- Mark the outer boundary with 4 cones so all players can see the edge
- Place the centre object on flat, visible ground
- Signal: 1 short whistle = pause; 2 short whistles = stop and gather
- Check ground for holes, wet patches, or debris before play
- Sun and wind awareness: position the circle so no player is blinded by glare
How to Play
- All players join hands in a circle around the centre object.
- On the start signal, everyone mills around, shifting weight and pulling gently to move others toward the centre object.
- A player who touches the centre object steps out of the circle to the Second Circle.
- Second Circle players do a team challenge together (e.g., keep a balloon aloft, count consecutive passes) and earn bonus points for completions.
- Remaining players close the circle and continue.
- Round ends on whistle or when 3 or fewer players remain. Reset for the next round.
I-OPt Options
- A (Active): Full grip in the main circle, actively resisting and manoeuvring
- S (Support): Join the circle and focus on steadying teammates rather than pushing others
- Q (Quiet): Step to Second Circle by choice and lead the sideline team challenge
- O (Observer): Watch from outside, count touches, signal when the round clock reaches 2 minutes
Inclusion Adaptations
- Players with limited grip strength may use a wrist-loop or hold a short rope instead of hand-to-hand contact
- Walking-only version: no running, all movement at walking pace
Stewardship Moment
- After the round, take 30 seconds to return cones and the centre object to the bag together
- Reflection: “How did the circle hold together? What does that tell us about shared space and care?”
Consent
- Pre-brief: “This game involves holding hands or wrists in a circle. For those not comfortable with hand-to-hand contact, we have wrist-loops and short ropes as another option.”
- Mid-game check: After the first round, pause: “Thumbs up, sideways, or down. How is everyone feeling? Adjust grips or roles anytime.”
- Opt-out/re-entry: Raise one hand to step out at any moment. Say “In!” to re-enter the next round at any time.
Risks and Mitigation
- Sudden pulling causing falls: remind players that all pulling is slow and controlled, no jerking
- Collision near the centre object: choose a soft object (foam ball) not a hard can or rock
- Dominance by stronger players: cap grip strength by using wrist-loops to equalise
Warm-Up Suggestions
- “Squeeze Signal”: stand in a circle, send a hand-squeeze around the ring as fast as possible
- “Lean and Hold”: pairs face each other, palms touching, lean gently in and out to find balance
Debrief Questions
- What? “What were you trying to do, and what did others seem to be doing?”
- So What? “What made it hard to resist without losing your balance?”
- Now What? “Where in life do you need to hold steady while others are pulling in a different direction?”
Cleanup and Reset
- Collect cones and centre object into a single bag (under 60 seconds)
- Check play space for any debris
- Return equipment to storage
